Polo

PoloThe Game: Climb onto your trusty four-legged ride for a good old fashioned game of horse hockey. Try to knock the ball into your opponent’s goal, but don’t put yourself in a position where you can’t defend your own. (Atari, 1978)

Memories: One of the earliest Atari VCS games to go unreleased, Polo was never intended for general release as its own game; rather, plans were apparently afoot within Atari to offer the game as a premium giveaway item to buyers of Ralph Lauren’s recently-introduced Polo cologne. (If that sounds a little difficult to believe, keep in mind that, in its early heyday, the $200 VCS was very much a high-end luxury item – not unlike Ralph Lauren’s products.)

Bomb Bee

Bomb BeeThe Game: Video pinball is back, and now in more than one color! Bomb Bee takes the game mechanics of Gee Bee and makes them noisier and brighter, adding “bumper traps” that can keep the ball bouncing in tight cul-de-sacs, racking up massive bonus points with every strike. (Namco, 1979)

Memories: When Namco introduced the world’s first arcade game with a full-color monitor, Galaxian, it was still fairly experimental, and some other Namco releases in 1979 were still in black & white. One of the first color games to follow Galaxian was Bomb Bee, Toru Iwitani’s reworking of Gee Bee, now in brilliant color.

Cutie Q

Cutie QBuy this gameThe Game: You control a pair of paddles at the bottom and center of the screen. Serve a single ball into play, and skillfully deflect it toward rows of brightly colored monsters; tripping all of the “face bumpers” near the center of the screen can yield a big bonus multiplier. If you can drive the ball toward a tunnel structure at the top center of the screen, it’ll do a lot of the work for you, blasting monsters from behind until it carves a gap big enough to fall toward your paddles again. Of course, standard Breakout rules apply: if you let three balls leave the screen, the game’s over. (Namco, 1979)

Memories: The third and final game in Toru Iwitani’s series of riffs on video pinball and Breakout, Cutie Q is the most unique (and also my favorite of the three). Not simply content to add more color to his previous game, Iwitani started from scratch, even adding a tunnel full of suspiciously Q*Bert-like critters that can be eliminated for bonus points. It still retains some pinball elements, but Cutie Q is more firmly in video game territory than either Gee Bee or Bomb Bee.

Lunar Rescue

Lunar RescueBuy this gameThe Game: Those pesky Space Invaders are back and this time they’ve got hostages. Your mothership hovers in orbit over the craggy, uninviting surface of the moon, waiting for you to hit the action button and signal the beginning of your mission. The docking back doors open underneath you and your lander begins dropping toward the surface. You can control where you land, and to some extent the speed, and you’ll have to weave through several rotating zones of meteoroids to reach the surface safely. Once landed, you can take on one passenger, and then you have to blast off again to ferry your man back to the mothership. Only this time, the meteors are replaced by several waves of flying saucers who will not only be happy to ram your lander, but shoot at you from above too. If you get your man home – or even if you don’t – the mission begins anew until you run out of ships. Higher difficulty levels add more enemies, such as fireballs streaking through the sky. (Taito, 1979)

Memories: This very obscure Space Invaders sequel takes some of the same basic ideas as Atari’s Lunar Lander (released the same year) and adds some lunar loonies and other more obviously fictional elements; Lunar Lander was good if you wanted a straight-ahead simulation of an Apollo landing, but you get to land your ship and then take off and shoot stuff in Lunar Rescue. It’s challenging and quite a bit of fun, too – I find myself playing this one for a pretty good stretch if I start.

Monaco GP

Monaco GPThe Game: Players get behind the wheel of a roaring race car, viewed from overhead, as it navigates a series of roads and occasional tunnels whose width varies dramatically. Tunnels are illuminated only by headlights, which means that collisions with other cars are, if not certain, then at least much more likely. Any collision results in the player’s car having to get into traffic again from a dead standstill at the side of the road. (Sega, 1979)

Memories: Monaco GP looks like just about any other overhead racing game, though it certainly upped the ante in terms of color. Its interesting take on the concept of “road widening” also made it uniquely frustrating and amusing at the same time. But as similar as it may seem to rest of the overhead-view racing games of its day, Monaco GP does hold one distinction in video game history.

Starhawk

StarhawkThe Game: The player pilots a space fighter into an endless dogfight above a space station trench. Enemy ships attack from all directions, and even zip down the trench; and and all of these can be blasted into bits for points. Beware the fastest of these enemy fighters, which will appear with very little notice and fire directly at the player’s score, relieving it of points every time the fighter is successful with its attack! (Cinematronics, 1979)

Memories: 1979 is the year that trench warfare – i.e. the Death Star trench – hit arcades and consoles alike. With the premiere of Star Wars in May 1977, game designers everywhere seemed to home in on the movie’s climactic flight through the Death Star trench as obvious video game material, and with good reason: the enclosed space offered plenty of hazards and limited room to maneuver, as well as the illusion of 3-D depth. As long as the hardware for a given project could handle the display requirements, the game play was a no-brainer – it had already been dictated by George Lucas and ILM. The only thing that kept the earliest variations on the Death Star trench theme from appearing immediately after the movie was the turnaround time for development, programming and manufacturing.

Star Fire

Star FireThe Game: This may sound awfully familiar, but you’re the lone surviving pilot of a space squadron decimated by enemy attacks. The enemy’s bow-tie-shaped fighters are closing in on you from all sides, and you must keep an eye on your own fighter’s shields, weapon temperature (overheated lasers don’t like to fire anymore), and ammo, all while trying to draw a bead on those pesky enemy ships. You’re also very much on your own – nobody’s going to show up and tell you you’re all clear, kid. (Exidy, 1979)

Memories: It didn’t just sound familiar – Exidy’s 3-D blast-o-rama Star Fire looked familiar – its TIE fighter-shaped enemies and the typestyle seen in its attract mode were straight out of Star Wars. How it escaped a legal dogfight is hard to fathom – unless it has something to do with George Lucas and 20th Century Fox not wanting to remind everyone that the only other exponent of that galaxy far, far away in 1979 was the Star Wars Holiday Special.

Video Pinball

Video PinballThe Game: Pull the plunger back and fire the ball into play. The more bumpers it hits, the more points you rack up. But don’t let the ball leave the table – doing so three times ends the game. (Atari, 1979)

Memories: Having done Basketball and Football as successful video games, Atari turned its attention to other sports and other balls…so to speak. One such experiment was the not-quite-successful Video Pinball, the company’s attempt to bring the excitement and physics of pinball to the video screen.

The game’s dazzling disco-era look was the result of the video display being generated backward by a monitor laying flat inside the cabinet. The monitor’s display was then reflected toward the player by way of a half-silvered mirror with the overlay decal attached. The result was that the video display now magically shined through the artwork. (The animation seen here shows a rough approximation of the screen as seen in the arcades, the actual video display, and the artwork overlay that made things a bit more colorful.) This was actually a very common trick in early arcade games: Space Invaders used it, and so did many others right into the 1980s…until processing power increased enough for most games to generate their own backgrounds.

Dynasty!

Dynasty!The Game: Purporting to be based on the ancient Chinese game of Go, Dynasty! is actually more of a variation of Othello. The same strategies apply, and can be played with two players, one against the computer, or – for those who are feeling a little bit lazy – the computer vs. itself. (Magnavox, 1979)

Memories: One of the things I always remember about the Odyssey² game Dyntasty! – and I’ll admit, this is the weirdest possible thing to remember – is its player symbols. For a human player, you’ll see the stock O2 stick man, while the computer is represented by a unique symbol, uP – not really a u, but the Greek letter Mu, used to represent “micro” – hence, microprocessor. Pretty obscure terminology for a video game, but then again, this is a fairly obscure (though easy-to-find) game on a relatively obscure console.

Math-A-Magic! / Echo!

Math-A-Magic! / Echo!The Game: Wow! We must be in the future, for we now have electronic flash cards! This is more or less the function fulfilled by Math-A-Magic, while Echo is a slightly watered down version of the classic electronic game Simon. (Magnavox, 1979)

Memories: This may sound a wee bit pretentious, but this “game” – at least the Math-A-Magic! side of things – was instrumental in me getting through some problems comprehending basic math many years ago in grade school. I’m still not a math wizard – I barely passed any applied or theoretical math classes beyond Algebra I in high school and college – but way back when, this actually helped. Who said that video games can’t change anyone’s life for the better?

Out Of This World! / Helicopter Rescue!

Out Of This World! / Helicopter Rescue!The Game: In this two-for-one game, you take to the skies in one of two different ways. Out Of This World! is a classic lunar lander game, in which you must balance your descent speed and your remaining fuel to make a safe landing on the surface of the moon, and then safely return to dock with your command module in orbit again. Helicopter Rescue! is a simplistic game in which you pilot a helicopter, trying to retrieve as many people as possible from a doomed hotel and take them safely to a nearby ground station. Precision and timing are of the essence. (Honestly, though, we never see what’s wrong with that hotel – there’s no evidence of fire, terrorists, massive fiddygibber infestations…) (Magnavox, 1979)

Memories: I grew up a space buff, and by the time this game came around – and keep in mind, kids, 1979 was only the tenth anniversary of the Apollo 11 lunar landing – I thought it was so cool to have even a rudimentary spaceflight simulation on my state-of-the-art Odyssey².

Star Battle

Star BattleThe Game: As a lone space pilot flying down a seemingly endless trench, your job is simple – blast or bomb all of the vaguely-bow-tie-shaped space fighters that you see. If your fighter is on the lower half of the screen, you’re blasting straight ahead/upward; if you move your fighter near the top of the screen, you can bomb any fighters below you. The game ends when you run out of ships; fortunately you never seem to run out of ammo. (Bally, 1979)

Memories: With arcade games such as Star Fire (with its obvious TIE Fighters and Star Destroyers) and Starhawk (with its own animated trench) gobbling quarters, it might just be that Star Battle for the Bally Professional Arcade is where it all begins in the console realm – the sub-genre of the Star Wars-inspired space game.

Thunderball!

Thunderball!The Game: It’s all the thrills of pinball, minus approximately 75% of the excitement! Use your joystick to control the plunger tension and launch your ball into play. Use the action button to pop the flippers, keeping your ball on the field and out of trouble. The bumpers and spinner score big points…well, relatively speaking. (Magnavox, 1979)

Memories: Ya know, I’ve always thought that video pinball was just a bad idea from start to finish. Thunderball! is very much representative of most early attempts at this doomed genre – it’s not exactly a load of fun, and not even remotely exciting.

Balloon Bomber

Balloon BomberThe Game: Why worry about space invaders when there are more pressing earthly threats? Players guide a mobile cannon at the bottom of the screen, trying to take out a constant barrage of balloon bombers dropping live bombs. A direct hit to the cannon costs the player a “life,” but if the player allows a bomb to hit bottom, the results can be almost as dangerous: bombs crater the surface that the player’s cannon moves across, and allowing those pits to collect on the surface can severely limit the player’s movements, to the point of leaving the cannon a motionless sitting duck for the next round of balloon bombs, or a plane that periodically drops cluster bombs from overhead. (Taito, 1980)

Memories: One of the more obscure exponents of the same basic hardware platform that brought us Space Invaders Part II, Balloon Bomber is an interesting twist in the slide-and-shoot genre that’s based on a real (and very strange) footnote in history.

Centipede

CentipedeBuy this gameThe Game: Apparently, the exterminating business is getting more dangerous. In the course of trying to wipe out some vermin, you find yourself on the defensive – any of them can kill you simply by touching you. Fleas drop from the top of the screen, leaving bothersome mushrooms in their way. Scorpions periodically poison the mushrooms, making them impossible to destroy. And a pesky spider is always dancing around the screen. (Atari, 1980)

Memories: I was never that hot on Centipede, but this is mainly due to the fact that its trakball controller pretty much ensured that I sucked at this game. But many people just loved it. With the benefit of hindsight, and slightly better hand-eye coordination, I can now see why.

Cosmic Guerilla

Cosmic GuerillaThe Game: The invaders are back, and this time they plan on making quick work of Earth’s defenses. Columns of alien invaders descend from space, staying safely outside of the range of the player’s cannon. A few aliens at a time break formation and attempt to reach the player’s floating stockpiles of ordnance and extra ships floating in the center of the screen; if the aliens are able to reach these items, the player will lose a life. The only option is to take out the invaders before they succeed. (Universal, 1980)

Memories: In the beginning, some of the most respectable future names in the video game business got their start cranking out clones of Pong. The ubiquitous success of Space Invaders had a similar effect; some of the earliest arcade efforts from some surprising names (including Nintendo) either remixed Taito‘s quarter-grabbing mega-hit, or copied it outright. Universal, the future makers of Mr. Do! and Ladybug, was not immune to Space Invaders fever either.

Magical Spot

Magical SpotThe Game: The good news: Darwin was right, evolution is a thing. The bad news: this does not work in your favor. You man a laser cannon trying to intercept alien insects making their way toward the bottom of the screen; at the most inconvenient times, the bugs revert to a pupal stage during which they’re either impossible to hit or invulnerable. They then emerge in a newer, faster, deadlier form bent on destroying you. (Universal, 1980)

Memories: Evolution is a pretty interesting idea to try to frame in the context of a game; almost without exception, it’s been used as an excuse for the game to suddenly make either the player’s enemies stronger and faster. The strangely titled Magical Spot – referring, perhaps, to the single-pixel points on the screen upon which enemy bugs can perch and shrink down to un-shootable size – is a prime example.

Phoenix

PhoenixThe Game: In a heavily armed space fighter, your job is pretty simple – ward off wave after wave of bird-like advance fighters and Phoenix creatures until you get to the mothership, and then try to blow that to smithereens. All of which would be simple if not for the aliens’ unpredictable kamikaze dive-bombing patterns. The Buy this gamePhoenix creatures themselves are notoriously difficult to kill, requiring a direct hit in the center to destroy them – otherwise they’ll grow back whatever wings you managed to pick off of them and come back even stronger. (Taito, 1980)

Memories: Phoenix is one of my two favorite games to emerge from the shooting game genre which emerged from the success of Taito’s own Space Invaders. Most shooter games involve chance, luck, and precious little skill, and very few of them give you the chance to try to work out any kind of strategy. Two exceptions I can think of are Midway’s Galaga and this game.

Space Chaser

Space ChaserBuy this gameThe Game: It’s got dots and a maze, but this is no Pac-Man. You’re trapped in a symmetrical maze with an enemy homing missile, and the maze is littered with rows of dots. You must maneuver your ship over these dots to collect them, while avoiding any collision with the missile. If the missile locks on to you from the other end of a long corridor, it will speed up drastically and hit you (unless you can round a corner first). You have no defense against the missile – just avoid it. If you survive long enough to clear the maze of dots, you get to try again – only this time with an additional missile (later screens add even more enemies for you to avoid). You can give your ship a boost by activating your engines, but such speed changes are both short-lived and very costly to your already-dwindling fuel supply. (Taito, 1980)

Memories: It seems like around 1980, everyone had a variation on a similar idea. Somewhat resembling Targ and Spectar in the basic tenet of its ships-chasing-each-other-in-a-maze premise, Space Chaser is perhaps the most challenging of its genre for giving the player no option except to flee.

Space Zap

Space ZapThe Game: Players are manning the defenses of a space station under a constant onslaught from all sides by alien attackers. The station’s laser cannons can take out the alien ships and intercept their incoming fire; when an entire wave of attackers is eliminated, a much more mobile fighter will attack, and destroying it will advance the game to the next level of difficulty. (Midway,1980)

Memories: Space Zap is a game about helplessness. The player can’t move his space station one inch. It’s only possible to sit, shoot, and maybe sneak in a prayer here and there. Making matters more complicated is the fact that aiming controls and firing controls are separate; if Space Zap simply allowed the player to pick a direction and automatically fire, it’d be almost too easy. As it is, that’s certainly not the case.

Targ

Targ - photo courtesy Tim SniderThe Game: You’re trapped in a symmetrical maze with a bevy of robotic target vehicles – “Targs” – which are programmed to do just one thing: collide with your vehicle. You have one advantage on these decidedly mean streets, however – you can fire missiles ahead of your car (but the Targs are capable of dodging your projectiles too, so don’t get too cocky). Every once in a while, one of the impregnable blocks in the maze will disgorge a new enemy which is just a little bit faster and deadlier than the rest. Clearing the screen of Targs advances you to a new level with faster enemies – and eventually they’ll put the brakes on your attempts to survive. (Exidy, 1980)

Memories: This is one of those games that’s just emblematic of what was great about the early 80s heyday of the arcade – the graphics did what was required without a lot of embellishment, and the emphasis was on the breakneck speed of the thing. And Targ moved fast. Really fast.

“Popeye” Pac-Man

Popeye Pac-ManThe Game: As a yellow sailor man consisting of a head and nothing else (jaundice was really bad in those days), you maneuver around a relatively simple maze, gobbling small dots and evading four colorful monsters who can eat you on contact. In four corners of the screen, large flashing dots enable you to turn the tables and eat the monsters for a brief period for an escalating score. The monsters, once eaten, return to their home base in ghost form and return to chase you anew. If cleared of dots, the maze refills and the game starts again, but just a little bit faster… (unknown bootleg manufacturer, 1980)

Memories: When Pac-Man took off into the stratosphere, there were two ways that everyone who happened to not be licensed to distribute Pac-Man coped: they made games that played, if not looked, very similar (Lock ‘n’ Chase, Thief, Mouse Trap), or they just flat out copied Pac-Man, making ridiculously insignificant cosmetic changes (Hangly Man, Piranha, and this game). The bootleggers of the latter category, in skipping that pesky development and R&D process involved in creating something original, cashed in by getting their games on the street first.

Asteroids

AsteroidsBuy this gameThe Game: As the pilot of a lone space cruiser, you must try to clear the spaceways of a swarm of free-floating asteroids, but the job isn’t easy – Newton’s laws of motion must be obeyed, even by asteroids. When you blow a big rock into little chunks, those chunks go zipping off in opposite directions with the speed and force imparted by the amount of energy you used to dispel them. To that screenful of bite-sized chunks o’ death, add an unpredictable hyperspace escape mechanism and a pesky UFO that likes to pop in and shoot at you, and you’re between several large rocks and a hard place. (Atari, 1980)

See the original TV adMemories: This better-than-average translation of Atari’s own arcade smash-hit (in every sense of the term) probably has a lot to do with the game’s enduring popularity.

Boxing

BoxingBuy this gameThe Game: The sweet science of bruising is brought down to the pixellated level, as one or two players take control of a boxer seen from a view directly above the ring. The object is simple: knock your opponent out without letting him do the same to you. (Activision, 1980)

Memories: One of a handful of Activision‘s first releases, Boxing was one of those early sports video games that raised the bar on that entire genre by looking reasonably like the sport it was portraying, rather than something which could be described as an abstract representation at best. It also had the knack of being very easy to pick up and learn – there are no complicated combo moves here.

Checkers

CheckersThe Game: The classic game of strategy is faithfully reproduced on the Atari VCS. Two armies of twelve men each advance diagonally across the checkerboard, jumping over opponents and attempting to reach the enemy’s home squares to be crowned. Whoever still has pieces still standing at the end of the game wins. (Activision, 1980, for Atari 2600)

Memories: Programmed at roughly the same time as Atari’s consumer division was working on Video Checkers, Checkers was one of the first four games released by third-party software upstart Activision – the first company to focus solely on making software for other companies’ hardware.

Circus Atari

Circus AtariThe Game: You control a clown on a moving see-saw, launching your fellow clown into the air to pop balloons and defy gravity. But what goes up must come down, and your airborne clown, if he doesn’t bounce upward upon impact with Buy this gamemore balloons, will plummet at alarming speed. You have to catch him with the empty end of the see-saw, thus catapulting the other clown into a fresh round of inflatible destruction. (Atari, 1980)

Memories: It seems like almost every system has seen a version of this game in some form or other, but you may be surprised to learn that Atari wasn’t the first by a long shot. Circus Atari steals its game play and even its setting, lock, stock and barrel, from the obscure black & white Exidy arcade game Circus (1977).

Cosmic Conflict!

Cosmic Conflict!The Game: This is a very simple first-person space game in which you watch various and sundry harmless space freighters waft lazily past your screen, punctuated at regular intervals by TIE-fighter-like attackers which do pose a moderate threat to you (but not much of a moderate threat). (Magnavox, 1980)

Memories: It’s a simple game – it’s not inconceivable that one could beat it on the first try.

Conquest Of The World

Conquest Of The WorldThe Game: In probably the weakest of the Master Series games – Odyssey games which included overcomplicated board game elements, a la Quest For The Rings – you control one of the world’s superpowers, attempting to gain as much influence as possible through political and economic means and, where necessary, warfare. (Magnavox, 1980)

Memories: Well, that’s what the blurb on the box said. When you ditched the magnetic world map and markers and the colorful chips representing your nation’s influence and power, Conquest Of The World‘s video game component was, essentially, little more than an elaborate Odyssey² version of the Atari 2600 Combat game, with added terrain and vehicular options and fewer goofy options like bouncing artillery.

Golf

GolfBuy this gameThe Game: Rouse your caddy, grab your golf bags, and get ready to hit the digital green. A series of crafty virtual courses awaits, with trees, sand traps and water hazards standing between you and the hole. (Atari, 1980)

Memories: Whoa now, what’s this then? Foreshadowing a trend that would characterize Atari’s sports game output for the rest of the 2600’s life span, a game that had already been issued on the VCS was revisited, with better graphics and game play. Atari already had Miniature Golf on the market, but it was golf-by-way-of-squares-and-rectangles, not something that a casual observer would look at and say, without prompting, that it resembled golf in any way. (I’d say it was subpar, but let’s not putter around.)

Haunted House

Haunted HouseBuy this gameThe Game: Old Man Graves may be dead, but his ghost still haunts his spacious mansion, tormenting any treasure hunters bold enough to trespass in search of his fortune. The loot is said to be hidden in a golden urn, and while that seems like a conspicuous enough object to find, beware: bats and spiders will attack any who intrude on their terrifying territory. And even if you light your way with a candle, Old Man Graves may make a return (as in “from the dead”) appearance. If you survive long enough, you may make your money the old-fashioned way – you’ll urn it. (Atari, 1980)

Memories: An early experiment in expanding the horizons of games on the Atari VCS, Haunted House is among the best-remembered original games on the system, right up there with Adventure and Yars’ Revenge.